[MUD-Dev2] [DESIGN] Perma-death

Dana V. Baldwin dbaldwin at playnet.com
Tue May 15 11:08:17 CEST 2007


cruise wrote:
> Okay, to get something going again, here's a nice controversial one :P
>
> Is there /any/ ways perma-death can be implemented without being hated
> by players?
>
> Well, the first question is surely why?
>
> a) A high-level character really means something. It's not just a
> question of time.
>
> b) ...actually, that's the only thing I can really think of. Any
> suggestions.
>
>
> What other ways could we create such a feeling (assuming that's
> something we even want to do...)?
>
> LotR has titles for each level range you survive without dying. This
> seems to be in a similar social area, but is it quite as impressive?
>

One of the systems I enjoy in table top is that of Hackmaster.

Hackmaster is a brutal game and PCs are expected to not survive. In that
vein, each person actually has a main character and they can then roll
up alternate characters. These alts can be given experience by the main
and one of them can be willed the main characters effects upon death.

The main may also choose, early on, to activate one of these alts as a
sidekick for his main character and have a traveling companion.

Played in a strict campaign, each player is allowed to roll 5 characters
at character creation and they are "hard rolled". No cheating. They also
have a quirks and flaws system that can allow you to gamble rolls on
making your character get extra points to spend but you might have
chronic farting or a missing limb or any number of possible oddities.

This tends to make for really great role playing where you play the
character you roll. Sometimes the character that is the most gimp
becomes the most fun, sometimes you get them killed quick so you can
open up a slot in your stable.

I think by setting the expectation early that characters are expendable
you set the game up for success with perma-death. Can it go mainstream?
I 'm not sure but many games have save spots and alts work in a similar
fashion. I think the real question though is how you would design
content for such a system and secondarily, how can you safe guard a
players experience from other players perceived mistakes. Its one thing
to have your best friend screw up and march into the orc horde and get
you killed but when it happens in the pick up group founded on the
anonymity of the intrawebz, that's a whole different ball game.



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